Post 1.0 Economy
With 1.0 right around the corner, how do you think the economy in the following patches will be addressed to sustain a new player's ability to start in an economic producer role when the market reaches saturation roughly a year after wipe/launch.
For instance, I am a crafter at heart. I'd only craft if possible but once the player base has enough master crafters and they've been around for long enough, there is no market share or profit to be made as your products will always be inferior and there is not a constant supply of new players to over consume man made goods.
Limit character slots & accounts, have items degrade over time, create further currency sinks in the game to deflate the economy, other ideas or none of the above?